Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 17 / 28% |
| Size | big |
| Lifes / Deaths | Killed by Nerakira the sandworm at level 17 on the 16th Haze 122nd year of Ascendancy at 06:09 / 1 |
Primary Stats
| Strength | 42 (base 25) |
| Dexterity | 22 (base 10) |
| Constitution | 17 (base 17) |
| Magic | 42 (base 40) |
| Willpower | 17 (base 12) |
| Cunning | 25 (base 16) |
Resources
| Life | -14/612 |
| Positive | 0/58 |
| Stamina | 159/165 |
| Equilibrium | 0 |
| Healing Factor | 1.09 |
| Regeneration | 6.6405786382096 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 41 |
| Crit Chance | 29% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.95 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.24 (76.629213483146%) |
| Defense | 19.2 |
| Ranged Defense | 19.2 |
| Fatigue | 41 |
| Physical Save | 30.999926634326 |
| Spell Save | 40.666617756218 |
| Mental Save | 20.35 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Stun Resistance | 20% |
| Pinning Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | Increases crit chance by 15% and critical power by 60%. 3 charge(s). Ogre Fury |
| detrimental effect | The target is confused, acting randomly (chance 40%) and unable to perform complex actions. Confused |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 2.29 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | Nullifies the next 2 detrimental mental effects. Clear Mind |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emelydhelle the giant black ant. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of wight ectoplasm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Gynor' (0 def, 3 armour) hardened leather cap 'Gynor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex / +3 Cun Grants telepathy: Dragon Mental save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 168.09 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Relgurostir the dwarven-steel torque of clear mind [power 2] (9/10 cooldown) Relgurostir the dwarven-steel torque of clear mind [power 2] (9/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances penetration: +5% mind Changes damage: +6% acid Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of tenacity marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
| On fingers | steel ring 'Torchstalker' steel ring 'Torchstalker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold / +9% light / +9% fire Changes damage: +11% cold / +3% fire Rings can have magical properties. |
| Around neck | restful copper amulet of strength (+3) restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +1.50 Amulets can have magical properties. |
| In main hand | stralite longsword 'Bethurin' (32.5-45.5 power, 5 apr) stralite longsword 'Bethurin' (32.5-45.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature / +13 temporal When wielded/worn: Armour penetration: +17 Changes stats: +2 Wil Changes resistances: +6% darkness Changes resistances penetration: +20% physical Changes damage: +20% physical Infravision radius: +2 Sharp, long, and deadly. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 20.5-28.7 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 20.5-28.7 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.5 - 28.7 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Hatheharathel the linen cloak (1 def, 0 armour) Hatheharathel the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 arcane Maximum life: +30.00 Spellpower: +4 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Tempestgore' (4 def, 9 armour) steel plate armour 'Tempestgore' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 4 lightning Changes resistances: +6% acid Changes resistances penetration: +10% lightning Life regen: +1.20 Maximum life: +40.00 Healing mod.: +15% A suit of armour made of metal plates. |
Inventory
Oozewrither the steel amulet Oozewrither the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Dex Changes resistances: +6% nature Amulets can have magical properties. |
gold amulet of mastery (0.12 Celestial / Sun) gold amulet of mastery (0.12 Celestial / Sun)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.12 Celestial / Sun Amulets can have magical properties. |
Maluchik MaluchikInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning Changes resistances penetration: +5% arcane Changes damage: +10% lightning / +6% acid Maximum mana: +40.00 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of crippling (21.5-27.95 power, 7 apr)balanced dwarven-steel dagger of crippling (21.5-27.95 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +4.0% Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
Tarredil the Blazewill (43-64.5 power, 2 apr) Tarredil the Blazewill (43-64.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +4 lightning Burst (radius 1) on hit: +14 fire Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% arcane Massive two-handed mauls. |
Anagen (14.5-20.3 power, 3 apr) Anagen (14.5-20.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Burst (radius 1) on hit: +5 fire When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +1 Mag Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +22% Sharp, long, and deadly. |
elven-wood starstaff 'Sootsteel' (25-30 power, 5 apr, temporal element) elven-wood starstaff 'Sootsteel' (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes damage: +25% temporal Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +30.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Mayidhemira' (20-24 power, 4 apr, arcane element)yew magestaff 'Mayidhemira' (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 6% chance to blind Changes resistances penetration: +10% acid Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 55.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
Glimmerparry the hardened leather belt Glimmerparry the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +7% cold / +7% fire Changes damage: +9% light A belt that goes around your waist. |
Hellsrage HellsrageInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire / 4 physical Changes stats: +1 Str Maximum life: +33.00 Healing mod.: +10% A belt that goes around your waist. |
cashmere cloak 'Anosus' (2 def, 0 armour) cashmere cloak 'Anosus' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +1 Wil / +4 Cun Pinning immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Furnacesweep (0 def, 2 armour) Furnacesweep (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +10% fire Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +26% Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Umbratooth the dwarven-steel gauntlets (0 def, 2 armour)Umbratooth the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 8 cold Changes resistances: +3% lightning / +13% cold Changes damage: +6% cold Spell save: +10 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.20 to 72.61 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Islyletha the iron helm (0 def, 3 armour) Islyletha the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Changes resistances: +3% acid / +6% cold Changes resistances penetration: +5% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Singewalker the dwarven-steel helm (0 def, 4 armour)Singewalker the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 fire Changes stats: +4 Dex Changes resistances penetration: +5% fire Changes damage: +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morninglady (4 def, 7 armour) Morninglady (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 17 physical Changes resistances: +9% physical / +20% temporal / +9% fire / +8% nature / +9% cold Reduces incoming crit damage: 10.00% Life regen: +0.80 A suit of armour made of leather. |
steel shield 'Flowerkarma' (14 def, 2 armour, 12.5-15 power, 40.5 block) steel shield 'Flowerkarma' (14 def, 2 armour, 12.5-15 power, 40.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 On weapon hit: * 10% chance to corrode armour * 12% chance to daze * 20% chance to cause random gloom Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Armour: +2 Defense: +14 (+7 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 acid / 7 lightning Damage when hit (Melee): 10 acid / 12 nature / 14 lightning Talent granted: +2 Block Deflect projectiles away: +6% Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
63 alchemist agate 63 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 28 turns) sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elenydir the Noonsever Elenydir the NoonseverPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 10 fire Changes resistances: +6% fire Changes damage: +12% light Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Neronn NeronnInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Maximum life: +42.00 Light radius: +2 Infravision radius: +2 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered elm wand of clairvoyance [power 10] (9/11 cooldown) overpowered elm wand of clairvoyance [power 10] (9/11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MrBlister the Ogre Sun Paladin level 12
31st Dusk 122nd year of Ascendancy at 16:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By MrBlister the Ogre Sun Paladin level 10
14th Dusk 122nd year of Ascendancy at 10:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By MrBlister the Ogre Sun Paladin level 8
2nd Dusk 122nd year of Ascendancy at 22:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By MrBlister the Ogre Sun Paladin level 14
62nd Dusk 122nd year of Ascendancy at 05:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By MrBlister the Ogre Sun Paladin level 16
1st Time of Equilibrium 122nd year of Ascendancy at 00:42 see stats
Log
Xerota the gigantic corrosive tunneler uses Switch Place.
Xerota the gigantic corrosive tunneler tries to evade attacks.
MrBlister hits Xerota the gigantic corrosive tunneler for (3 resist armour), 0 light, (1 resist armour), 0 arcane, (1 resist armour), 0 lightning (0 total damage).
Xerota the gigantic corrosive tunneler hits MrBlister for (4 absorbed), 0 acid (0 total damage).
Insidious Poison from Eilinotha the blue ooze hits MrBlister for (1 absorbed), 0 nature (0 total damage).
Xerota the gigantic corrosive tunneler prepares to block incoming attacks.
Rune: Phase Door is still on cooldown for 1 turns.
MrBlister is confused and fails to use Attack.
MrBlister resists the mind attack!
Eilinotha the blue ooze misses MrBlister.
MrBlister hits Eilinotha the blue ooze for 4 light, 1 arcane, 1 lightning (8 total damage).
Eilinotha the blue ooze hits MrBlister for (6 absorbed), 0 physical, (2 absorbed), 0 mind (0 total damage).
Xerota the gigantic corrosive tunneler throws two quick punches.
Your shield crumbles under the damage!
The shield around MrBlister crumbles.
MrBlister hits Xerota the gigantic corrosive tunneler for (3 resist armour), 0 light, (1 resist armour), 0 arcane, (1 resist armour), 0 lightning, (3 resist armour), 0 light, (1 resist armour), 0 arcane, (1 resist armour), 0 lightning (0 total damage).
Xerota the gigantic corrosive tunneler hits MrBlister for (55 absorbed), 0 acid, (4 absorbed), 0 acid, (25 absorbed), 32 acid, 4 acid (37 total damage).
Insidious Poison from Eilinotha the blue ooze hits MrBlister for 1 nature damage.
Beyond the Flesh hits MrBlister for 41 physical, 1 nature, 21 physical (64 total damage).
MrBlister hits Nerakira the sandworm for (1 to psi shield), 1 light, (0 to psi shield), 0 arcane, 1 lightning (4 total damage).
MrBlister is confused and fails to use Barrier.
Xerota the gigantic corrosive tunneler unleashes a flurry of disrupting kicks.
MrBlister deactivates Second Life.
MrBlister deactivates Shield of Light.
MrBlister hits Xerota the gigantic corrosive tunneler for (3 resist armour), 0 light, (1 resist armour), 0 arcane, (1 resist armour), 0 lightning, (3 resist armour), 0 light, (1 resist armour), 0 arcane, (1 resist armour), 0 lightning (0 total damage).
Xerota the gigantic corrosive tunneler hits MrBlister for 24 acid, 4 acid, 28 acid, 4 acid (63 total damage).
Nerakira the sandworm uses Telekinetic Smash.
Saving game...
